If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.

New BGE Features

Recently, martinsh and I have been working on adding some new features to the BGE. We are calling it the Candy branch.

Implemented Features:

Subsurface Scattering

Area Lamps

Logic Connector Highlighting

Mipmapping option per-texture

In progress:

Composite nodes in realtime

Parallax mapping

Volumetric Lights

Some other things that we have planned:

Volumetric Shadowing for Volumetric lights

Environment cube-mapping

Scrolling texture coordinates in material node editor

World normals in material node editor

Extra uniform inputs for 2D Filters

Sky and Atmosphere

Fog volumes

If you have any other ideas, please share them with us.

Screenshots:
Area lamps:

SSS:

Logic Brick Connector Highlighting:

At the moment, the SSS isn't highly accurate (Object thickness doesn't affect it). After harmony is released, I will work on getting thickness to affect it. (To calculate thickness, I need to get depth buffer from a lamp, which means all lamps have to have shadow buffer)

Guys you are all amazing!! I can't believe BGE will have another great update! Man, I cant stop thanking you!
Congrats mokazon, martinsh, moguri and kupoman, you're amazing!
And my suggestion:
I would say refraction/reflections, but you already mentioned it. Then, I think something important is artist-driven Tone-mapping. That would be reaally cool, even more working together with the new HDR from moguri/kupoman. And what about volumetric lights? xD

And I tested your build, but I receive a " missing iconv.dll" error message.

Wonderful Addition -- having SSS without massive Node Setups is a great Advantage, and even with Presets!
Even if it is not yet accurate (not that I knew, but if you say so...) it is still already a good Thing, it looks as if it was working pretty flawlessly. :]

Wow, I personally didn't see this coming, but I'm really liking what I see here.

The very fact that we have Mokazon (who is developing a game) is working with Martinsh (the graphics guru) on BGE development projects can only be a great thing, next thing would be to sign up for the developer mailing list to negotiate a solid timetable for the inclusion of this and the remaining BGE features not yet in trunk after 2.63 (due to 2.63 itself focusing on Bmesh).

Sweet Dragon dreams, lovely Dragon kisses, gorgeous Dragon hugs. How sweet would life be to romp with Dragons, teasing you with their fire and you being in their games, perhaps they can even turn you into one as well.
Adventures in Cycles; My official sketchbook

Wow.. Awesome mokazon and martinsh!
I think this is one of the best combination of developer/artists that we can have! I am playing with your build already!
Great!
My personal favorite of your todo list is the composoting notes in realtime! I have wanted this for some time now! I would love to see this feature!

Thank you so much for your contribution!

**EDIT**
Just tested the sss feature! Works good already, and can give nice results! But I think the awareness of how thick certain areas are would be a very usefull! But as you said, this is a target for future developement!

Hi guys,
I am very excited to finally hardcode the stuff I have done in past years into Blender, so the shaders are much more accessible to everyone without having to use custom shader scripts. Mokazon inspired me to take a deeper look into source of Blender.

So, I recently noticed that Blenders area lights does not seem to work in GLSL viewport, so I more or less copy/pasted an implementation arkano22 did a while ago.
source: http://www.gamedev.net/topic/552315-...mplementation/
It went through a heavy modification though.

Edit:
I have already started implementation of volumetric lights (enabled by "halo" button), but unfortunately they are not visible when nothing is in background. Thats just the way thay work - they need a mesh behind them to be visible.

I wonder what the community (and of course the developers ) think about having more integration with touch screens inputs and android (also, I don't know how is the actual situation). Looking at how tablet and smartphone world is evolving I think would be nice to have this kind of possibilities.

"Composite nodes in realtime" I'm exited about this. Being able to use to compositor for realtime 2D filter effects would be amazing.

The only thing I can think of, as far as suggestions go, is a built in method for Depth of Feld. Maybe this is part of the "Composite nodes in realtime" thing? If not, implementing something for this would be nice.